Showing posts with label Inspector Dayton. Show all posts
Showing posts with label Inspector Dayton. Show all posts

Tuesday, January 29, 2019

Jumbo Comics #12 - pt. 4

We're still on Spencer Steel. That firefight in panels 6-7 is pretty crazy; does no one think about using cover?

Where was the secret door? Was it really necessary for Brudd to go out a secret door rather than a regular door?

Here's another example of throwing yourself into the way of a bullet.  I'm still leery about making this a game mechanic, as there's so much opportunity for meta-gamers to abuse. At most, I would give the original target a -2 AC bonus (as if having hard cover), and if within only 4 numbers of missing, it hits the new target.


That has to be the easiest trap ever. They're left alone in the basement where they can easily get to each other's tied hands? And there's a door out, but it's boarded up on this side with them?
There is no stat difference between a dog and a vicious dog, though one could say a vicious dog will never give you a positive or friendly encounter reaction result.

Yikes. More animals dying? I find it very unlikely that throwing it against a wall would kill a dog, though maybe it would knock him unconscious.

Where was the secret door? The bright yellow, boarded-up door?
It's a little surprising how seldom sewers are used as hideouts in these early stories. They're underground, maze-like in nature, and accessible from many manhole covers.
This is Inspector Dayton. We learn how poison can be administered on a knitting instrument that most non-knitters would not recognize as a sharp object.
Patch is a bottomless font of information. Just look at those sentences spill out of his mouth! Sure, Editor, you could tease out clues in small doses through the mouths of many non-Hero characters over the course of an entire play session, or you could just have Patch stroll in and provide a big info dump in their laps.

(Scans courtesy of Digital Comic Museum.)

Friday, April 14, 2017

Jumbo Comics #11 - pt. 3

This is ZX-5 again, but I don't have anything Hideouts & Hoodlums-related to share from this page, I just like that it features the word "balustrade." You don't see that every day.


This is Wilton of the West, another feature that takes place in the "Mythic West" that still looks like the cowboy genre, but exists in the modern day world. And here we see a grim example of lariats being used as lethal weapons. Since the constriction damage would be continuous, then anyone dropped to zero hit points by the lasso/noose would die the following turn.


Inspector Dayton is out on the town when someone is murdered in a nightclub. Again, like in a previous story in this issue, the Hero takes a backseat to the supporting cast female accompanying him. I complained then about the Editor lazily allowing the SCM to find clues for the Hero, but maybe I have that backward -- maybe this is an example of a player taking advantage of a SCM's better chance at skills, like picking pockets. We have seen before, ever since Jane Arden debuted on this blog, that women seem to have a natural gift for being mysterymen in comic books. The slightly exotic name of "Miss Damien" might even suggest his companion is a vamp.

(Scans courtesy of Comic Book Plus.)




Wednesday, June 15, 2016

Jumbo Comics #8

We rejoin Hawks facing 20 to 1 odds on board an enemy vessel -- and those are not good odds for a 3rd-level Fighter with no armor and armed with a sword, even if he does get to combat machine these guys. Luckily, a quick-thinking supporting cast member creates a trap for the opposition by turning a sail into a net. Nets seem to be particularly effective in comic books. Whatever the size of the net, half that space below it will be covered in net and all in that area must save vs. science or be trapped underneath for 1-3 turns (you can see the two who made their saves here).

I'm less charitable to the use of the cloak during the fight; I really don't see what game mechanic advantage to give to someone fighting with a sword in one hand and a blinding cloak in the other. Hawks' player is going to have to choose between the two each turn. On turns Hawks uses the blinding cloak, his opponent will, if he's hit, have to save vs. science or lose his attack that turn. It's not an effective attack, but more of a delaying move, really.

This is not the first, nor will it be the last, time I see a half-pint kicking a mobster in the shin and disabling a grown man. Half-pints might need a special power of getting a +1 to hit mobsters in the shin, requiring a save vs. science if they hit or the mobster is stunned for 1 turn.





This is a special feature related to the World's Fair. Frank Buck reminds me that cobras and pythons need to be statted for Hideouts & Hoodlums 2nd ed. Pythons were not singled out by name in 1st ed., but there were stats for regular constrictor snakes. 2nd ed. will have stats for both regular and giant constrictor and poisonous snakes. I might include a note about how cobras can be caught in a sack, if you beat them in initiative and successfully hit them with the sack.


Is Wilton taking a risk, bringing Snorty back to town to see a doctor, or is he close to leveling and looking for that 100 XP good deed award for fixing up Snorty? Plus another bonus for including a supporting cast member in the story?





Ignoring the fact that Doogah looks more like a Muppet than a real person, this page is worth pointing out for the new trophy item -- the language chair. Anyone putting on the attached helmet and sitting in the chair will immediately learn the language of the next person to speak to him.



Here is an Editor at work trying to balance the challenge level of this scenario. Knowing that he plans to put Sheena and Bob up against a machine gun, he makes sure they have access to grenades to even the odds.

In this instance, Bob is not rescuing Sheena for a good deed XP award, since it does not count towards saving fellow Heroes. Instead, Bob is just playing smart and working to keep his comrade-in-arms alive.

That Bob is able to rush into the line of fire of the machine gun, pick up Sheena, and run out either means the Editor has rolled horribly for that machine gunner, or he's being too merciful to his players and deliberately unbalancing his game.

(Scans courtesy of Comic Book Plus)

Wednesday, March 9, 2016

Jumbo Comics #4

Ouch!  Take that, Bob Kane -- Peter Pupp is bumped off the lead feature this month in favor of Inspector Dayton.



This page reminds me that not all traps need to be intentionally left in a hideout. Rotting floorboards giving way (maybe a 2 in 6 chance if normal weight steps on them) could lead to a serious fall.



And if any one ever says to you in Hideouts & Hoodlums that there is only a 1 in a million chance of something working, you know that's got to be only character-driven hyperbole!  In H&H, there should always be at least a 1% chance of anything happening.


I have no game mechanics to discuss from this page of Will Eisner's Hawks of the Seas.  Just enjoy this page layout, as Eisner slowly develops into the powerful storyteller he will become.



This is quite a horrible death trap -- not only is the old man about to be impaled and crushed by a spiked platform descending towards him, but his daughter is chained up nearby and being forced to watch! Extrapolating from this, an evilly-inclined Editor can see how a Superhero could be forced to remain in a deathtrap, without wrecking his way out, by threatening innocents (especially supporting cast!) within sight if the Superhero foils the trap.

Didn't I just see a one-eyed oriental in Tex Thompson? Is this a pulp novel archetype I'm just seeing now?



I think it's interesting that the little girl calls this guy a bogeyman. H&H doesn't currently have any mobster type called a bogeyman. And I like how he can hypnotize and levitate others. Maybe this needs to be a thing? Maybe they could even all have a weakness for tea...


Maybe a pepper jar should be on the starting equipment list? It does seem to be particularly good at blinding bad guys, besides the more obvious use of making people sneeze.






Bob seems to be changing classes (something that was detailed in Supplement I: National). He's going from a Fighter to an Explorer (a class introduced in The Trophy Case v. 1 no. 2) and picking up the tracking skill, plus he seems to be improving with his chance to hit with thrown missile weapons (a bonus not currently available to the Explorer class).


In H&H 2nd ed., though, the Explorer class will likely no longer exist. In that case, Bob's training is all flavor text describing his leveling.




This seems like it would be an interesting jungle-based hideout. The natives here have a lair in a petrified forest so dense that it's just like tunnels underground.




This page shows that even a thrown rock should be allowed to do real damage. But how much? The full 1d6 in the original, more abstract weapon damage system, but probably 1-3 in the expanded weapon damage system.




(Scans courtesy of Comic Book Plus)












Sunday, February 14, 2016

Jumbo Comics #3

We've already seen a few dragons on this blog, but this is the first moon dragon. It looks like its only pair of legs are too weak for a claw attack, but it can bite and gore with its horn. It has a hot breath, possibly a steam breath weapon. It might also be particularly vulnerable to electrical damage -- or Peter's electric ray gun is particularly powerful.






There are several elements of this page to ponder. One is how far away the noise is that Peter hears through the first door; Editors will need to play it by ear (ahem) how far sound travels in their hideouts.


Two, what is the size of an anthropomorphic animal? The scale of the panels seems to suggest that Peter Pupp is short. Does that mean that a "giant" he encounters might just be 6' tall? Or is the scimitar-wielding guard more like an ogre?


Third, what should the chance be of a gun jamming? Or, because it's a raygun, does it have charges and has just run out?


 Two cents for a newspaper, according to Spenser Steel!






Inspector Dayton's player might be tempted by that check, especially if he thinks it equals 10,000 XP. However, a distinction needs to be made in the game between money earned as a trophy and money just given to them. Ripping it up in the villain's face should still be worth 100 XP for a good deed award, though.






This is ZX-5, who came up with a rather clever, if not dangerous, way of escaping from a plane's machine guns while parachuting to safety. Of course, how safe this is depends on if the Editor rules that tree tops are soft enough to cushion some of the falling damage. There are an awful lot of sharp branches in trees, after all, usually facing upwards. I might allow, if feeling generous, a save vs. plot to land "safely" in the treetops for half-damage, or else inflict full damage -- or possibly more for being impaled on branches!


(Scans courtesy of Digital Comic Museum)







Sunday, December 27, 2015

Jumbo Comics #1 - part 2

I still haven't seen any spies in action, but there's some interesting aviator action here. Why does one plane simply go down and the other burst into flames? Recently, I suggested assigning hit points to cars for car chases and the same can apply to planes. But what happens when a car or plane reaches zero hit points? Is it enough to say the vehicle is wrecked? Is everything else flavor text?



I found on a fishing guide website that a 9' gar weighs about 360 lbs. -- or would be 2 HD. I would consider this a large gar, with huge gar being 4 HD, and giant gar being 8 HD!



This is Inspector Dayton in the lower right hand corner. His Editor handed him a really easy clue to follow the bad guys. But I shared this for the really good advice for novice players in the two panels preceding that one -- always cover the back exits, and always go in with flashlights.

This is Wilton of the West. I've talked plenty about disarming shots, with missile weapons, and disarming with a "called shot" type attack, but here Wilton's opponent just seems to be accidentally disarmed while they grapple. Maybe I've been going about this all wrong. Maybe all hits in combat should have the same random chance of disarming the opponent? It might help make unarmed combat more appealing...



I wonder if there should be some sort of game mechanic for drawing fire. I've already toyed with how to shield an opponent when you want to take a hit for someone else, but drawing fire is slightly different. It seems a requirement is to be behind cover, and try to trick your opponent into shooting at your cover instead of a better target. Maybe, if you spend your whole turn drawing fire, one opponent will have to save vs. plot or shoot at you, with a slight bonus to your cover adjustment (like -3 to be hit behind hard cover)?


And, lastly, I really like this pun. Bob Kane had a knack for humor strips.

(Scans courtesy of Digital Comic Museum)